Base Class: Ranger
Exterminators are the right hand of the powerful, using their knowledge of both nature and science to optimize their bodies and equipment in the field. Equipped with a unique fighting style invented by the Tertian Empire in the third war, Exterminators prefer to use firearms in what they call "effective range." Allowing their style to take an advantageous position both in and outside of melee distance while firing. Exterminators are a popular hire for both organized good and crime, and their academies can be found pumping out prodigies to assist both crime lords and police leadership in turn.
Show Off
3rd level feature
You can add your attack bonus to charisma checks when you wield a firearm. Your attack bonus is doubled against objects.
Effective Range
3rd level feature
You have proficiency with firearms. Your guns are most effective within 15 feet of the target; while within that range, you suffer no penalties ranged attacks may otherwise face against creatures you are attacking, and within that range, you can expend spell slots when you hit an attack with a firearm as a bonus action. The attack deals 2d4 additional damage per level of the spell slot expended.
Coordinated Mobility
7th level feature
Through effective communication and coordination with your allies, you are to attack you foes with deadly pin point precision. Once per turn, you can spend a bonus action to communicate with an ally within 30 feet of you to attack with you on your same turn. If one or both of you are using weapons with the 'firearms' property, the weapon deals additional damage with equal to your proficiency bonus.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Danger Knack
7th level feature
You have a keen sense for danger, knowing when to move out of the way due to your close quarters combat training. When a creature would attempt to attack you, you can use your reaction to make a contested Acrobatics check against the attack roll. On a success, you can move up to half your speed without provoking any Attacks of Opportunity.
Death Zone
11th level feature
While inside your effective range, you may choose to mark the creature you are targeting for death as a bonus action for one minute. While marked, attacks again that creature deal additional damage equal to your ranger level. In addition, firearm attacks against that creature ricochet, hitting any other creature of your choice within your effective range. Make an additional attack with a -2 to hit for each target beyond the first. Once you use this feature, you cannot use it again until you take a short rest.
Focussed Finesse
15th level feature
When you or a creature within 5 feet of you are subjected to a saving throw from an effect inside your effective range, you may instead use your acrobatics rolls in place of the saving throw, a number of times equal to your proficiency bonus. Your speed cannot be reduced below your walking speed. In addition, when a creature you hit with a firearm attack makes a ranged attack against you before the start of your next turn, you may make a contested ranged attack as a reaction, expending ammunition as normal. On a success, their attack suffers a minus to hit equal to the amount rolled (no damage is dealt to the attacker).
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